Anvil’s Legacy is not only one of Halo 5: Guardians’ most feature-filled content releases to date, but also marks an exciting new chapter in the Halo franchise, with the release of Halo 5: Forge and the Halo app for Windows 10 PC. Halo 4’s beloved Haven is reincarnated in Halo 5 as Mercy, and Warzone Assault receives its own all-new battleground in Temple. Forge also receives a major update with the Content Browser, allowing Forgers to share their masterpieces for the community to discover and enjoy. New cosmetic and Power Weapon REQs also make their way to Halo 5, including the Master Control skins, new Magnums, and Wicked Grasp and Berserker’s Claw Assault Cannons - ripped straight from the mighty Hunters players have faced off against for years. All this and more await you in Anvil’s Legacy. Jump in!

Mercy - New Arena Map


One of Halo 4’s most beloved maps makes its return in the form of Mercy. This medium-sized symmetrical map excels in Slayer and Strongholds game modes, and features a fresh and beautiful new Sangheilli art style. The Halo 2 Beam Rifle also makes its Arena debut and is placed near the ‘Open Ramp’ side of the map. With Mercy’s long sight lines and funneled pathways, controlling this weapon is key to victory.

The healing waters that churn within this haven's heartspring are a boon beyond measure, enriched with nootropic compounds and microscopic sprites that cool tempestuous souls and mend even the most grievous wounds. Sealed away by the Prophets for two millennia, the temple halls once again ring with songs of victory while Kaidons clad in traditional finery quaff herb-laced draughts and consult the records archives before planning their next campaign, as they did in days long before the Covenant.

Halo 5: Forge


Halo 5’s Forge and Arena multiplayer Custom Games have arrived on Windows 10 PC in Halo 5: Forge, available now for free on the Windows Store. With keyboard and mouse, Forgers can quickly and more easily navigate the revamped user interface to create their next great Forge creation. With resolution support of up to 4k, Halo 5 looks better than ever before. Additionally, creations made in Halo 5: Forge on Windows 10 PC can be played and shared in Halo 5: Guardians for Xbox One, and vice versa. Once you’ve created your next masterpiece, or have discovered an awesome new map from your favorite Forger, you can party up with your friends in Custom Games! In addition to Forge content, all Arena maps are included in Halo 5: Forge on Windows 10 PC.

Download now for free!

*Windows 10 Anniversary Edition (Version 1607 or later) required

Content Browser


For both Xbox One and Windows 10 PC, players will now have access to countless custom maps, game modes, and Prefabs (Forge object groups) via the Content Browser. Search by gamertag to find your favorite Forger’s latest and greatest creations, or search by tags such as mode, minigame, remake H1, or dozens of others to browse for a specific flavor of fun. Additionally, we’ve also curated some of our favorite maps, modes, and Prefabs so you can quickly download and try them out!

Forge is not just about building and creating, it’s also about discovery and sharing. With the Content Browser, finding and sharing amazing community creations has never been better.

The Halo app


The Halo app is an all-new experience built from the ground-up for Windows 10 to deliver a fast and easy way to launch into your collection of Halo games on Windows 10, as well as get the latest news, tutorials, videos, content update notes, and more! For Halo 5: Forge, you’ll be able to browse and watch both beginner and advanced tutorials as you go from Forge newcomer to Forge master. You’ll also be able to browse game content straight from the Halo app itself.

With Halo Wars 2 and Halo Wars: Definitive Edition right around the corner, you can expect the Halo app to provide the latest news and updates, as well as support for Halo Wars 2 on Windows 10 PC.

Download now for free!

Temple - New Warzone Assault Map


Temple’s high ground gives defenders the advantage at the beginning of this map, providing some powerful ground-pound launch locations. That advantage is quickly reversed as the ruins of a once great structure in the middle of the map provide many paths for attackers to infiltrate and take the objective. The outbuildings in front of the home base level the playing field, offering large amounts of cover for both attackers and defenders.

The San’Shyuum Prophets and their Ministries ruled Sanghelios for millennia, but the fortunes of the Sangheili waxed and waned long before the Covenant’s formation. In an age now forgotten this remote sanctum was a lush garden and the home of towers of glass and steel used to launch the first Sangheili interplanetary probes. But when the planet’s climate shifted and the secrets of antigravity were discovered the towers fell into disuse and eventually eroded away, forgotten in the rush to the stars.

Wicked Grasp - The Lekgolo that remain in this stolen limb retain a feral vestige of their once-expansive composite mind. The Wicked Grasp fires bursts of tracking plasma shots.

Berserker's Call - Spartans are well-versed at sourcing weapons from the remains of their enemies. The Berserker's Claw fires a devastating fuel rod shot after a short charging cycle. This fuel rod will track aerial targets.

Master Control - Weapon Skins


The Covenant started small, and ended small.

Content Update Notes


New Features and Updates:

  • Halo 5: Forge released for Windows 10 PC
  • Halo app released for Windows 10 PC
  • New Arena map added – Mercy
  • New Warzone Assault map added – Temple
  • Content Browser added

Arena:

  • New Arena map added – Mercy
  • Fiesta updated with latest REQ weapons
  • Super Fiesta added to Custom Games
  • Vehicle weapons are properly taken into account when determining player spawn location

Warzone:

  • New Warzone Assault map added – Temple
  • Vehicle weapons are properly taken into account when determining player spawn location
  • Base shield doors should no longer appear yellow at times
  • Updated Escape from ARC to use correct version of Grunt Goblin
  • Fixed Spawn locations in the Monument on Battle of Noctus
  • Removed Beam Rifles from Jackals on Raid on Apex 7 (Jackal Snipers still OP)
  • Fixed bug where gates could be reopened on Prospect
  • Fixed Warthogs on Battle of Noctus not exploding when the boss is killed
  • Fixed various text and audio related to bosses

Warzone Firefight:

  • Increased vitality of Protect Core objects in Round 3 on Urban
  • Adjusted Warden spawn locations in Round 5 objective on March on Stormbreak
  • Adjusted Warden spawn locations in Round 5 objective on Urban
  • Adjusted various enemy compositions for objectives across all maps
  • Fixed issue where boss would escape the Mantis during boss encounter on Skirmish at Darkstar

Theater:

  • Fixed bug that caused fast forward to not function correctly

AI Enemy tuning:

  • Fixed a bug that allowed shooting through the Grunt Goblin Cockpit to headshot the pilot
  • Reduced Grunt Goblin Shield Canopy health
  • Fixed a bug affecting Grunt Goblin Dual Needler supercombine damage (should no longer one shot Scorpions and Wraiths)
  • Reduced Grunt Goblin Needle Barrage supercombine damage (should no longer one shot Wasps and Ghosts)
  • Fixed Grunt Goblin Needle Barrage needles sometimes vanishing and then reappearing under high latency
  • Increased Grunt Goblin and Warden mass to prevent a boosting Wraith from launching them out of environment
  • Fixed a bug that caused a Knight to randomly die while being shot in the head (does not affect headshots when the faceplate is gone or is open during an animation)
  • Fixed certain Knight bosses being unable to hit targets at a distance with Incineration Cannons
  • Made minor increases to health/shields for Legendary Elite, Soldier, and Knight
  • Fixed Soldiers not reacting to taking damage (this bug made weapons feel much less effective)
  • Reduced Soldier damage as a Gunner in a Warthog
  • Fixed certain damage sources being able to chain stun Warzone bosses

Sandbox:

  • Wheelman medals now count towards assists
  • Fixed a bug where the Flag and Ball would disappear when dropped on pistons
  • Fixed a bug where the game would not respect some custom game settings when leaving and rejoining a game in progress
  • Updated Wasp reticle to more accurately represent chaingun spread
  • Fixed a bug with Phaeton getting set to phased physics in Forge
  • Fixed a bug with the weak spots on Wraiths and Scorpions not properly being obstructed
  • Fixed a bug where you could board the Mantis from the front
  • Fixed a bug surrounding foot stomp damage on the Mantis
  • Fixed a rare bug where some rockets could get stuck to Spartans and not detonate
  • Fixed a bug with the Spartan Charge targeting enemies at extreme angles
  • Buffed Jorge's Chaingun

Forge

New and Updated Features:

  • Content Browser - Share files (maps, game variants, etc.) easily with the entire Forge community
  • Forge Prefabs - When inside Forge, open the object pallet and select {PREFABS} to open the Content Browser to select a Prefab to place
  • Directional Duplication - Hold down d-pad right to duplicate and use the right analog stick to pick which face of the target object the duplicate object will be created
  • Vehicle Welding [beta] - is now official! Weld objects together with vehicles to make your own new creations
  • "Per vehicle camera distance" added to Forge vehicle properties

New Objects:

gameplay > weapons >

  • Magnum [Gunfighter]
  • Magnum [Tactical]
  • Magnum [Whispered Truth]
  • Shotgun [Blaze of Glory]
  • Shotgun [Oathsworn]
  • Hydra Launcher [Echidna]
  • SAW [The Answer]
  • Rocket Launcher [High Five]
  • Rocket Launcher: SPNKr [Ex]
  • Rocket Launcher: SPNKr [Prime]
  • Sniper Rifle [Arrow of Time]
  • Sniper Rifle [Nornfang]
  • Railgun [Whiplash]
  • Spartan Laser [Selene's Lance]
  • Storm Rifle [Blissful Slumber]
  • Carbine [Blood of Suban]
  • Plasma Pistol [Spitfire]
  • Energy Sword [Vorpal Talon]
  • Energy Sword [Prophets' Bane]
  • Needler [Talon of the Lost]
  • Beam Rifle [Krith's Left Hand]
  • Beam Rifle: Halo 2 [Delta]
  • Fuel Rod Cannon [Pool of Radiance]
  • Plasma Caster [White Scar]
  • Hunter Arm [Wicked Grasp]
  • Hunter Arm [Berserker's Claw]
  • Boltshot [Open Hand]
  • Suppressor [Razor's Edge]
  • LightRifle [Dying Star]
  • Scattershot [Didact's Signet]
  • Binary Rifle [Twin Jewels of Maethrillian]
  • Incineration Cannon [Heartseeker]
  • Plasma Rifle: Brute: Halo 2 [Scale of Soirapt]
  • Gravity Hammer [Grinder]
  • Gravity Hammer [Tartarus' Gavel]

gameplay > turrets >

    • Turret: Chaingun [Oni; detached]
    • Turret: Rocket [Oni; detached]
    • Turret: Gauss [Oni; detached]

gameplay> powerups>

    • Power-Up [speed boost; 2]
    • Power-Up [speed boost; 3]
    • Power-Up [active camo; 2]
    • Power-Up [active camo; 3]
    • Power-Up [damage boost; 2]
    • Power-Up [damage boost; 3]
    • Power-Up [overshield; 2]
    • Power-Up [overshield; 3]

gameplay> vehicles> type> land>

    • Warthog: Chaingun [Oni]
    • Warthog: Chaingun [Sword]
    • Warthog: Gauss [Oni]
    • Warthog: Rocket [Oni]
    • Warthog: Rocket [Vespin]
    • Warthog: Scout [Oni]
    • Scorpion [Oni]
    • Scorpion [Hannibal]
    • Mantis [Oni]
    • Mantis [Hannibal]
    • Ghost [Ultra]
    • Ghost [Temple]
    • Wraith [Ultra]
    • Wraith [Temple]

gameplay> vehicles> type> air>

    • Banshee [Ultra]
    • Banshee [Temple]
    • Phaeton [Helios]

gameplay> launchers> mancannons>

    • Man Cannon [Sangheili; red]
    • Man Cannon [Sangheili; blue]

gameplay> gravity-vols> type> slides>

    • Gravity: Slide [2x4; visible]
    • Gravity: Slide [2x8; visible]
    • Gravity: Slide [2x16; visible]
    • Gravity: Slide [2x32; visible]
    • Gravity: Slide [2x64; visible]
    • Gravity: Slide [2x128; visible]
    • Gravity: Slide [4x4; visible]
    • Gravity: Slide [4x8; visible]
    • Gravity: Slide [4x16; visible]
    • Gravity: Slide [4x32; visible]
    • Gravity: Slide [4x64; visible]
    • Gravity: Slide [4x128; visible]
    • Gravity: Slide [8x4; visible]
    • Gravity: Slide [8x8; visible]
    • Gravity: Slide [8x16; visible]
    • Gravity: Slide [8x32; visible]
    • Gravity: Slide [8x64; visible]
    • Gravity: Slide [8x128; visible]
    • Gravity: Slide [16x4; visible]
    • Gravity: Slide [16x8; visible]
    • Gravity: Slide [16x16; visible]
    • Gravity: Slide [16x32; visible]
    • Gravity: Slide [16x64; visible]
    • Gravity: Slide [16x128; visible]
    • Gravity: Slide [32x4; visible]
    • Gravity: Slide [32x8; visible]
    • Gravity: Slide [32x16; visible]
    • Gravity: Slide [32x32; visible]
    • Gravity: Slide [32x64; visible]
    • Gravity: Slide [32x128; visible]

gameplay> gravity-vols> type> bouncers>

    • Gravity: Bouncer [4x4; visible]
    • Gravity: Bouncer [8x8; visible]
    • Gravity: Bouncer [12x12; visible]
    • Gravity: Bouncer [16x16; visible]
    • Gravity: Bouncer [20x20; visible]
    • Gravity: Bouncer [24x24; visible]
    • Gravity: Bouncer [32x32; visible]
    • Gravity: Bouncer [48x48; visible]
    • Gravity: Bouncer [64x64; visible]

gameplay> shields> type> colors>

    • Shield: Colorable [8x24]
    • Shield: Colorable [8x48]
    • Shield: Colorable [16x24]
    • Shield: Colorable [16x48]
    • Shield: Colorable [24x24]
    • Shield: Colorable [24x48]
    • Shield: Colorable [32x24]
    • Shield: Colorable [32x48]
    • Shield: Colorable [48x24]
    • Shield: Colorable [48x48]
    • Shield: Colorable [64x24]
    • Shield: Colorable [64x48]

props> cover> style> sandbag> walls>

    • Cover: Sandbags [4x16x4.5; wall]
    • Cover: Sandbags [4x32x4.5; wall]
    • Cover: Sandbags [4x4x4.5; wall]
    • Cover: Sandbags [4x64x4.5; wall]
    • Cover: Sandbags [4x8x4.5; wall]

props> cover> style> sandbag> curves>

    • Cover: Sandbags [16x16x4.5; curve]
    • Cover: Sandbags [32x32x4.5; curve]
    • Cover: Sandbags [8x8x4.5; curve]

props> cover> style> sandbag> slopes>

    • Cover: Sandbags [4x16x4.5; slope]
    • Cover: Sandbags [4x32x4.5; slope]
    • Cover: Sandbags [4x8x4.5; slope]

props> cover> style> sandbag> stacks>

    • Cover: Sandbags [12x12x8; stack]
    • Cover: Sandbags [16x16x12; stack]

props> cover> style> sandbag> pallets>

    • Cover: Sandbags [12x12x8; pallet]
    • Cover: Sandbags [8x8x4.5; pallet]

props> cover> style> sandbag> extras>

    • Cover: Sandbags [3x2x1; single]
    • Cover: Sandbags [3x4x1; triple]
    • Cover: Sandbags [8x8x4.5; pile]

props> destructible> boards>

    • Board: Wood [2x8]
    • Board: Wood [2x16]
    • Board: Wood [4x8]
    • Board: Wood [4x16]

props> creatures> guilty-spark>

    • Guilty Spark [toy; standard]
    • Guilty Spark [toy; Forge]

props> vehicles> phantom>

    • Phantom [103x66x32; closed]

props> construction> pipes> corners>

    • Pipe: Crouching [9x9x9; corner; 15]
    • Pipe: Crouching [10x10x9; corner; 45]
    • Pipe: Crouching [9x9x9; corner; 90]

props> construction> pipes> junctions>

    • Pipe: Crouching [13x11x9; t-joint]
    • Pipe: Crouching [13x13x9; x-joint]

props> construction> pipes> covers>

    • Pipe: Crouching [9x3x9; cap]
    • Pipe: Crouching [7x1x7; manhole]
    • Pipe: Crouching [7x1x7; rebar]

props> construction> pipes> transitions>

    • Pipe: Transition [12x8x12]

props> construction> pipes> corners>

    • Pipe: Standing [13x13x12; corner; 15]
    • Pipe: Standing [14x13x12; corner; 45]
    • Pipe: Standing [13x13x12; corner; 90]

props> construction> pipes> junctions>

    • Pipe: Standing [16x14x12; t-joint]
    • Pipe: Standing [16x16x12; x-joint]

props> construction> pipes> covers>

    • Pipe: Standing [12x3x12; cap]
    • Pipe: Standing [10x1x10; manhole]
    • Pipe: Standing [10x1x10; rebar]

props> construction> vents> corners>

    • Vent [7x8x6; corner; 15]
    • Vent [7x8x6; corner; 30]
    • Vent [8x8x6; corner; 45]
    • Vent [8x8x6; corner; 90]

props> construction> vents> junctions>

    • Vent [10x8x6; t-joint]
    • Vent [10x10x6; x-joint]

props> construction> vents> covers>

    • Vent [1x6x6; cap]
    • Vent [1x6x6; cover]

props> covenant> crates>

    • Crate [2x4x1; Covenant]
    • Crate [2x4x2; Covenant]
    • Crate [3x3x3; Covenant]

props> covenant> cover>

    • Cover [6x6x9; Covenant; a]
    • Cover [6x6x9; Covenant; b]
    • Cover [9x18x12; Covenant; trident]

props> covenant> accents>

    • Accent [6x26x9; Covenant; blocker; left]
    • Accent [6x26x9; Covenant; blocker; right]
    • Accent [20x14x26; Covenant; plinth]
    • Accent [20x16x17; Covenant; terminal; base]
    • Accent [28x28x14; Covenant; terminal; top]
    • Accent [25x12x20; Covenant; pillar]
    • Accent [26x14x34; Covenant; pillar]
    • Accent [94x44x72; Covenant; horn; left]
    • Accent [94x44x72; Covenant; horn; right]

props> covenant> lights>

    • Light [2x1x1; Covenant; sentry]
    • Light [1x1x8; Covenant; portable]
    • Light [4x4x3; Covenant; pod; full]
    • Light [2x2x2; Covenant; pod; body]
    • Light [1x1x2; Covenant; pod; leg]
    • Light [8x8x6; Covenant; pod; full]
    • Light [4x4x4; Covenant; pod; body]
    • Light [3x1x5; Covenant; pod; leg]

props> covenant> destructible>

    • Destructible [5x6x27; Covenant; antenna]
    • Destructible [8x8x9; Covenant; fuel-tank]
    • Destructible [8x10x22; Covenant; overload-station]
    • Destructible [10x4x6; Covenant; fuel-cell]

props> covenant> weapon-pods>

    • Weapon-Pod [07x08x10; Covenant; closed]
    • Weapon-Pod [07x08x10; Covenant; body]
    • Weapon-Pod [02x03x06; Covenant; door]

props> covenant> drop-pods>

    • Drop-Pod [14x12x28; Covenant; closed]
    • Drop-Pod [14x12x28; Covenant; body]
    • Drop-Pod [08x03x14; Covenant; door]

props> covenant> monitors>

    • Monitor: Screen [Covenant; 1; a]
    • Monitor: Screen [Covenant; 1; b]
    • Monitor: Screen [Covenant; 2; a]
    • Monitor: Screen [Covenant; 2; b]
    • Monitor: Screen [Covenant; 3; a]
    • Monitor: Screen [Covenant; 3; b]
    • Monitor: Screen [Covenant; 4; a]
    • Monitor: Screen [Covenant; 4; b]
    • Monitor: Screen [Covenant; 5]
    • Monitor: Screen [Covenant; 6; a]
    • Monitor: Screen [Covenant; 6; b]
    • Monitor: Screen [Covenant; 7; a]
    • Monitor: Screen [Covenant; 7; b]

props> covenant> monitor-elements>

    • Monitor: Element [Covenant; 1]
    • Monitor: Element [Covenant; 2; a]
    • Monitor: Element [Covenant; 2; b]
    • Monitor: Element [Covenant; 3; a]
    • Monitor: Element [Covenant; 4; a]
    • Monitor: Element [Covenant; 4; b]
    • Monitor: Element [0; Covenant; 6; a]
    • Monitor: Element [0; Covenant; 6; e]
    • Monitor: Element [0; Covenant; 6; f]
    • Monitor: Element [0; Covenant; 6; b]
    • Monitor: Element [0; Covenant; 6; c]
    • Monitor: Element [0; Covenant; 6; d]
    • Monitor: Element [Covenant; marker; a]
    • Monitor: Element [Covenant; marker; b]
    • Monitor: Element [Covenant; marker; c]
    • Monitor: Element [Covenant; marker; d]
    • Monitor: Element [Covenant; marker; e]
    • Monitor: Element [Covenant; marker; f]
    • Monitor: Element [Covenant; graph; waves]
    • Monitor: Element [Covenant; graph; a]
    • Monitor: Element [Covenant; graph; b]
    • Monitor: Element [Covenant; graph; c]
    • Monitor: Element [Covenant; element]
    • Monitor: Element [Covenant; hex]
    • Monitor: Element [Covenant; planet]

props> covenant> shields>

    • Shield [Covenant; portable]
    • Shield [Covenant; generator; small]
    • Shield [Covenant; generator; dome]
    • Shield [Covenant; generator; curve-horizontal]
    • Shield [Covenant; generator; curve-vertical]
    • Shield [Covenant; generator; tall]
    • Shield [Covenant; generator; wide]
    • Shield [6x9x9; Covenant; generator; no shield]

extras> decals> cov-glyphs>

    • Decal: Covenant: Glyph [8x8; standard; whole]
    • Decal: Covenant: Glyph [8x8; standard; notched]
    • Decal: Covenant: Glyph [8x8; standard; hollow]
    • Decal: Covenant: Glyph [8x8; technical; whole]
    • Decal: Covenant: Glyph [8x8; technical; notched]
    • Decal: Covenant: Glyph [8x8; technical; hollow]
    • Decal: Covenant: Glyph [8x8; transitional; whole]
    • Decal: Covenant: Glyph [8x8; transitional; notched]
    • Decal: Covenant: Glyph [8x8; transitional; hollow]
    • Decal: Covenant: Glyph [8x8; tick; 1]
    • Decal: Covenant: Glyph [8x8; tick; 2]
    • Decal: Covenant: Glyph [8x8; tick; 3]

extras> fx> fire>

    • FX: Fire [human; flames; x-small]
    • FX: Fire [human; flames; small]
    • FX: Fire [human; flames & smoke; x-small]
    • FX: Fire [human; flames & smoke; small]
    • FX: Fire [human; jet; x-small]
    • FX: Fire [human; jet; small]
    • FX: Fire [human; thruster; x-small]
    • FX: Fire [human; thruster; small]
    • FX: Fire [human; pyre; x-small]
    • FX: Fire [human; pyre; small]
    • FX: Fire [Covenant; flames; x-small]
    • FX: Fire [Covenant; flames; small]
    • FX: Fire [Covenant; flames & smoke; x-small]
    • FX: Fire [Covenant; flames & smoke; small]

extras> fx> covenant>

    • FX: Grunt [Covenant; grunt b-day]

extras> fx> animals>

    • Sound: Animal [birds; tidal]
    • Sound: Animal [whale; tidal]

extras> sounds> doors>

    • Sound: Door [UNSC; small]
    • Sound: Door [UNSC; medium]
    • Sound: Door [UNSC; large]
    • Sound: Door [UNSC; rattle-y]
    • Sound: Door [synthetic mysterious]

extras> sounds> music>

    • Sound: Music [random; radio]
    • Sound: Music [abandoned station]
    • Sound: Music [abandoned station; radio]
    • Sound: Music [blue team]
    • Sound: Music [Blue Team; radio]
    • Sound: Music [Covenant chant]
    • Sound: Music [Covenant chant; radio]
    • Sound: Music [Infected]
    • Sound: Music [Infected; radio]
    • Sound: Music [last man standing]
    • Sound: Music [last man standing; radio]
    • Sound: Music [Mantis battle]
    • Sound: Music [Mantis battle; radio]
    • Sound: Music [Master Chief battle]
    • Sound: Music [Master Chief battle; radio]
    • Sound: Music [Master Chief fight]
    • Sound: Music [master chief fight; radio]
    • Sound: Music [monk chant]
    • Sound: Music [monk chant; radio]
    • Sound: Music [one-on-one]
    • Sound: Music [one-on-one; radio]
    • Sound: Music [Sanghelios battle]
    • Sound: Music [Sanghelios battle; radio]
    • Sound: Music [spectating]
    • Sound: Music [spectating; radio]
    • Sound: Music [Warden]
    • Sound: Music [Warden; radio]

Updated Objects

These objects now accept material swap.

gameplay> shields> type> emitters>

    • Shield [3x3x24; emitter]
    • Shield [3x3x48; emitter]

gameplay> shields> type> generators>

    • Shield [4x4x24; generator]
    • Shield [4x4x48; generator]

gameplay> shields> type> corners>

    • Shield [8x8x24; generator; corner]
    • Shield [8x8x48; generator; corner]

structures> floors>

    • Floor [16x8x4]
    • Floor [16x16x4]
    • Floor [32x16x4]
    • Floor [20x20x4]
    • Floor [24x24x4]
    • Floor [32x32x4]
    • Floor [64x32x4]
    • Floor [48x48x4]
    • Floor [64x64x4]
    • Floor [128x64x4]
    • Floor [96x96x4]
    • Floor [128x128x4]
    • Floor [256x256x4]

structures> slopes>

    • Ramp [4x8x2]
    • Ramp [4x16x2]
    • Ramp [4x20x2]
    • Ramp [4x32x2]
    • Ramp [4x40x2]
    • Ramp [4x48x2]
    • Ramp [4x60x2]
    • Ramp [8x8x4]
    • Ramp [8x16x4]
    • Ramp [8x20x4]
    • Ramp [8x32x4]
    • Ramp [8x40x4]
    • Ramp [8x48x4]
    • Ramp [8x60x4]
    • Ramp [16x8x8]
    • Ramp [16x16x8]
    • Ramp [16x20x8]
    • Ramp [16x32x8]
    • Ramp [16x40x8]
    • Ramp [16x48x8]
    • Ramp [16x60x8]
    • Ramp [24x8x12]
    • Ramp [24x16x12]
    • Ramp [24x20x12]
    • Ramp [24x32x12]
    • Ramp [24x40x12]
    • Ramp [24x48x12]
    • Ramp [24x60x12]
    • Ramp [32x8x16]
    • Ramp [32x16x16]
    • Ramp [32x20x16]
    • Ramp [32x32x16]
    • Ramp [32x40x16]
    • Ramp [32x48x16]
    • Ramp [32x60x16]
    • Ramp [48x8x24]
    • Ramp [48x16x24]
    • Ramp [48x20x24]
    • Ramp [48x32x24]
    • Ramp [48x40x24]
    • Ramp [48x48x24]
    • Ramp [48x60x24]
    • Ramp [64x8x32]
    • Ramp [64x16x32]
    • Ramp [64x20x32]
    • Ramp [64x32x32]
    • Ramp [64x40x32]
    • Ramp [64x48x32]
    • Ramp [64x60x32]
    • Ramp [72x8x36]
    • Ramp [72x16x36]
    • Ramp [72x20x36]
    • Ramp [72x32x36]
    • Ramp [72x40x36]
    • Ramp [72x48x36]
    • Ramp [72x60x36]
    • Ramp [96x8x48]
    • Ramp [96x16x48]
    • Ramp [96x20x48]
    • Ramp [96x32x48]
    • Ramp [96x40x48]
    • Ramp [96x48x48]
    • Ramp [96x60x48]
    • Stairs [8x8x4]
    • Stairs [8x16x4]
    • Stairs [8x20x4]
    • Stairs [8x32x4]
    • Stairs [8x40x4]
    • Stairs [8x48x4]
    • Stairs [8x60x4]
    • Stairs [16x8x8]
    • Stairs [16x16x8]
    • Stairs [16x20x8]
    • Stairs [16x32x8]
    • Stairs [16x40x8]
    • Stairs [16x48x8]
    • Stairs [16x60x8]
    • Stairs [32x8x16]
    • Stairs [32x16x16]
    • Stairs [32x20x16]
    • Stairs [32x32x16]
    • Stairs [32x40x16]
    • Stairs [32x48x16]
    • Stairs [32x60x16]
    • Stairs [48x8x24]
    • Stairs [48x16x24]
    • Stairs [48x20x24]
    • Stairs [48x32x24]
    • Stairs [48x40x24]
    • Stairs [48x48x24]
    • Stairs [48x60x24]
    • Stairs [64x8x32]
    • Stairs [64x16x32]
    • Stairs [64x20x32]
    • Stairs [64x32x32]
    • Stairs [64x40x32]
    • Stairs [64x48x32]
    • Stairs [64x60x32]
    • Stairs [96x8x48]
    • Stairs [96x16x48]
    • Stairs [96x20x48]
    • Stairs [96x32x48]
    • Stairs [96x40x48]
    • Stairs [96x48x48]
    • Stairs [96x60x48]
    • Stairs: Transition [2x20x3]
    • Stairs: Transition [2x48x3]
    • Wedge [4x4x2]
    • Wedge [8x8x4]
    • Wedge [16x16x8]
    • Wedge [24x24x12]
    • Wedge [32x32x16]
    • Wedge [48x48x24]
    • Wedge [64x64x32]
    • Wedge [72x72x36]
    • Wedge [96x96x48]

structures> bridges>

    • Bridge [8x16x3]
    • Bridge [16x16x3]
    • Bridge [32x16x3]
    • Bridge [64x16x3]
    • Bridge: Corner [16x16x3; chamfer]
    • Bridge: Corner [16x16x3; angle]
    • Bridge: Corner [16x16x3; elbow]
    • Bridge [2x20x3]
    • Bridge [4x20x3]
    • Bridge [8x20x3]
    • Bridge [16x20x3]
    • Bridge [32x20x3]
    • Bridge [64x20x3]
    • Bridge: Corner [20x20x3; chamfer]
    • Bridge: Corner [20x20x3; angle]
    • Bridge: Corner [20x20x3; elbow]
    • Bridge [2x48x4]
    • Bridge [4x48x4]
    • Bridge [8x48x4]
    • Bridge [16x48x4]
    • Bridge [32x48x4]
    • Bridge [64x48x4]
    • Bridge: Corner [48x48x4; chamfer]
    • Bridge: Corner [48x48x4; angle]
    • Bridge: Corner [48x48x4; elbow]

structures> walls> style> simple>

    • Wall [2x2x4; simple]
    • Wall [2x2x8; simple]
    • Wall [2x2x12; simple]
    • Wall [2x2x16; simple]
    • Wall [2x2x20; simple]
    • Wall [2x2x24; simple]
    • Wall [2x4x4; simple]
    • Wall [2x4x8; simple]
    • Wall [2x4x12; simple]
    • Wall [2x4x16; simple]
    • Wall [2x4x20; simple]
    • Wall [2x4x24; simple]
    • Wall [2x8x4; simple]
    • Wall [2x8x8; simple]
    • Wall [2x8x12; simple]
    • Wall [2x8x16; simple]
    • Wall [2x8x20; simple]
    • Wall [2x8x24; simple]
    • Wall [2x16x4; simple]
    • Wall [2x16x8; simple]
    • Wall [2x16x12; simple]
    • Wall [2x16x16; simple]
    • Wall [2x16x20; simple]
    • Wall [2x16x24; simple]
    • Wall [2x24x4; simple]
    • Wall [2x24x8; simple]
    • Wall [2x24x12; simple]
    • Wall [2x24x16; simple]
    • Wall [2x24x20; simple]
    • Wall [2x24x24; simple]
    • Wall [2x32x4; simple]
    • Wall [2x32x8; simple]
    • Wall [2x32x12; simple]
    • Wall [2x32x16; simple]
    • Wall [2x32x20; simple]
    • Wall [2x32x24; simple]
    • Wall [2x64x4; simple]
    • Wall [2x64x8; simple]
    • Wall [2x64x12; simple]
    • Wall [2x64x16; simple]
    • Wall [2x64x20; simple]
    • Wall [2x64x24; simple]

structures> walls> style> detailed>

    • Wall [2x2x4; detailed]
    • Wall [2x2x8; detailed]
    • Wall [2x2x12; detailed]
    • Wall [2x2x16; detailed]
    • Wall [2x2x20; detailed]
    • Wall [2x2x24; detailed]
    • Wall [2x4x4; detailed]
    • Wall [2x4x8; detailed]
    • Wall [2x4x12; detailed]
    • Wall [2x4x16; detailed]
    • Wall [2x4x20; detailed]
    • Wall [2x4x24; detailed]
    • Wall [2x8x4; detailed]
    • Wall [2x8x8; detailed]
    • Wall [2x8x12; detailed]
    • Wall [2x8x16; detailed]
    • Wall [2x8x20; detailed]
    • Wall [2x8x24; detailed]
    • Wall [2x16x4; detailed]
    • Wall [2x16x8; detailed]
    • Wall [2x16x12; detailed]
    • Wall [2x16x16; detailed]
    • Wall [2x16x20; detailed]
    • Wall [2x16x24; detailed]
    • Wall [2x24x4; detailed]
    • Wall [2x24x8; detailed]
    • Wall [2x24x12; detailed]
    • Wall [2x24x16; detailed]
    • Wall [2x24x20; detailed]
    • Wall [2x24x24; detailed]
    • Wall [2x32x4; detailed]
    • Wall [2x32x8; detailed]
    • Wall [2x32x12; detailed]
    • Wall [2x32x16; detailed]
    • Wall [2x32x20; detailed]
    • Wall [2x32x24; detailed]
    • Wall [2x64x4; detailed]
    • Wall [2x64x8; detailed]
    • Wall [2x64x12; detailed]
    • Wall [2x64x16; detailed]
    • Wall [2x64x20; detailed]
    • Wall [2x64x24; detailed]

structures> walls> style> windows> clear>

    • Wall: Window [2x16x12; clear]
    • Wall: Window [2x16x16; clear]
    • Wall: Window [2x16x20; clear]
    • Wall: Window [2x16x24; clear]
    • Wall: Window [2x24x12; clear]
    • Wall: Window [2x24x16; clear]
    • Wall: Window [2x24x20; clear]
    • Wall: Window [2x24x24; clear]
    • Wall: Window [2x32x12; clear]
    • Wall: Window [2x32x16; clear]
    • Wall: Window [2x32x20; clear]
    • Wall: Window [2x32x24; clear]
    • Wall: Window [2x64x12; clear]
    • Wall: Window [2x64x16; clear]
    • Wall: Window [2x64x20; clear]
    • Wall: Window [2x64x24; clear]

structures> walls> style> corners>

    • Wall [2x2x4; corner]
    • Wall [2x2x8; corner]
    • Wall [2x2x12; corner]
    • Wall [2x2x16; corner]
    • Wall [2x2x20; corner]
    • Wall [2x2x24; corner]

structures> accents> trims> sections>

    • Trim [6x2x10]
    • Trim [6x4x10]
    • Trim [6x8x10]
    • Trim [6x16x10]
    • Trim [6x24x10]
    • Trim [6x32x10]
    • Trim [6x64x10]

structures> accents> trims> corners>

    • Trim [8x8x10; corner; out; rounded]
    • Trim [8x8x10; corner; out; squared]
    • Trim [8x8x10; corner; in]

structures> accents> railings> type> covered>

    • Railing: Shielded [1x2x4.5]
    • Railing: Shielded [1x4x4.5]
    • Railing: Shielded [1x8x4.5]
    • Railing: Shielded [1x16x4.5]
    • Railing: Shielded [1x24x4.5]
    • Railing: Shielded [1x32x4.5]
    • Railing: Shielded [1x64x4.5]

structures> accents> railings> type> covered> extras>

    • Railing: Shielded [4x4x4.5; corner 90°\

structures> accents> railings> type> heavy>

    • Railing: Heavy [1x2x4.5]
    • Railing: Heavy [1x4x4.5]
    • Railing: Heavy [1x8x4.5]
    • Railing: Heavy [1x16x4.5]
    • Railing: Heavy [1x24x4.5]
    • Railing: Heavy [1x32x4.5]
    • Railing: Heavy [1x64x4.5]
    • Railing: Heavy [1x80x4.5]
    • Railing: Heavy [1x96x4.5]

structures> accents> railings> type> ramps>

    • Railing: Ramp [2x4x2]
    • Railing: Ramp [2x8x4]
    • Railing: Ramp [2x16x8]
    • Railing: Ramp [2x24x12]
    • Railing: Ramp [2x32x16]
    • Railing: Ramp [2x48x24]
    • Railing: Ramp [2x64x32]
    • Railing: Ramp [2x72x36]
    • Railing: Ramp [2x96x48]

structures> barriers> type> heavy> sections>

    • Heavy Barrier [16x16x42]
    • Heavy Barrier [16x32x42]
    • Heavy Barrier [16x64x42]

structures> barriers> type> heavy> corners>

    • Heavy Barrier [14x14x42; corner]

structures> barriers> type> energy> start>

    • Energy Barrier [4x4x32; generator]
    • Energy Barrier [4x4x64; generator]

structures> barriers> type> energy> emitters>

    • Energy Barrier [1x3x32; emitter]
    • Energy Barrier [1x3x64; emitter]

structures> barriers> type> energy> corners>

    • Energy Barrier [8x8x32; generator; corner]
    • Energy Barrier [8x8x64; generator; corner]

structures> barriers> type> cages> sections>

    • Cage Barrier [16x16x42]
    • Cage Barrier [16x32x42]
    • Cage Barrier [16x64x42]

structures> barriers> type> cages> corners>

    • Cage Barrier [18x18x42; corner; in]
    • Cage Barrier [18x18x42; corner; out]

structures> supports> columns>

    • Column: Block [4x4x20]
    • Column: Block [4x8x20]
    • Column: Block [8x8x20]
    • Column: Block [4x4x32]
    • Column: Block [4x8x32]
    • Column: Block [8x8x32]
    • Column: Round [2x2x20]
    • Column: Round [4x4x20]
    • Column: Round [8x8x20]
    • Column: Round [2x2x32]
    • Column: Round [4x4x32]
    • Column: Round [8x8x32]
    • Column: Detailed [4x4x20]
    • Column: Detailed [8x8x20]
    • Column: Detailed [4x4x32]
    • Column: Detailed [8x8x32]

structures> supports> struts> simple>

    • Support: Strut [8x1x1; simple]
    • Support: Strut [8x1x2; simple]
    • Support: Strut [8x4x2; simple; triple]
    • Support: Strut [9x2x2; simple; left]
    • Support: Strut [9x2x2; simple; right]
    • Support: Strut [16x1x2; simple]
    • Support: Strut [16x1x4; simple]
    • Support: Strut [17x2x2; simple; left]
    • Support: Strut [17x2x2; simple; right]

structures> supports> struts> detailed>

    • Support: Strut [16x1x4; detailed]
    • Support: Strut [24x1x8; detailed]
    • Support: Strut [32x1x8; detailed]
    • Support: Strut [46x1x12; detailed; boomerang]
    • Support: Strut [48x1x8; detailed; double]
    • Support: Strut [48x1x16; detailed]
    • Support: Strut [92x1x24; detailed; boomerang]
    • Support: Strut [96x1x16; detailed; double]

structures> supports> trusses> simple>

    • Support: Truss [12x4x8; simple]
    • Support: Truss [20x4x10; simple]
    • Support: Truss [48x4x20; simple]

structures> supports> trusses> y>

    • Support: Truss [4x32x20; y; medium]
    • Support: Truss [4x44x28; y; large]

structures> supports> brackets>

    • Support: Bracket [16x2x6]
    • Support: Bracket [32x2x12]

structures> supports> arm>

    • Support: Arm [2x16x16; arm]
    • Support: Arm [4x32x32; arm]
    • Support: Arm [8x64x64; arm]

props> cover> style> solid>

    • Cover: Solid [2x4x4.5]
    • Cover: Solid [2x8x4.5]
    • Cover: Solid [2x16x4.5]
    • Cover: Solid [2x32x4.5]
    • Cover: Solid [2x64x4.5]

props> cover> style> jersey>

    • Cover: Jersey Barrier [3x4x4.5]
    • Cover: Jersey Barrier [3x8x4.5]
    • Cover: Jersey Barrier [3x16x4.5]
    • Cover: Jersey Barrier [3x32x4.5]
    • Cover: Jersey Barrier [3x64x4.5]

props> cover> style> street>

    • Cover: Street [4x4x4.5]
    • Cover: Street [4x8x4.5]
    • Cover: Street [4x16x4.5]
    • Cover: Street [4x32x4.5]
    • Cover: Street [4x64x4.5]
    • Cover: Street [8x8x4.5; corner]

props> cover> style> tech>

    • Cover: Tech [4x4x4.5]
    • Cover: Tech [4x8x4.5]
    • Cover: Tech [4x16x4.5]
    • Cover: Tech [4x32x4.5]
    • Cover: Tech [4x64x4.5]

props> panels>

    • Panel [1x8x8]
    • Panel [1x8x16]
    • Panel [1x16x4]
    • Panel [1x16x16]
    • Panel [1x16x24]

props> tech> antennas>

    • Antenna [1x1x12]

props> construction> beams>

    • Beam: 2' [2x4x2]
    • Beam: 2' [2x8x2]
    • Beam: 2' [2x16x2]
    • Beam: 2' [2x24x2]
    • Beam: 2' [2x32x2]
    • Beam: 2' [2x48x2]
    • Beam: 2' [2x64x2]
    • Beam: 2' [2x96x2]
    • Beam: 2' [3x3x2; corner]
    • Beam: 2' [4x4x2; t-joint]
    • Beam: 2' [6x6x2; x-joint]
    • Beam: 4' [4x4x4]
    • Beam: 4' [4x8x4]
    • Beam: 4' [4x16x4]
    • Beam: 4' [4x24x4]
    • Beam: 4' [4x32x4]
    • Beam: 4' [4x48x4]
    • Beam: 4' [4x64x4]
    • Beam: 4' [4x96x4]
    • Beam: 4' [5x5x4; corner]
    • Beam: 4' [5x6x4; t-joint]
    • Beam: 4' [6x6x4; x-joint]
    • Beam: 8' [8x4x8]
    • Beam: 8' [8x8x8]
    • Beam: 8' [8x16x8]
    • Beam: 8' [8x24x8]
    • Beam: 8' [8x32x8]
    • Beam: 8' [8x48x8]
    • Beam: 8' [8x64x8]
    • Beam: 8' [8x96x8]
    • Beam: 8' [9x9x8; corner]
    • Beam: 8' [9x10x8; t-joint]
    • Beam: 8' [10x10x8; x-joint]

props> construction> pipes> lengths>

    • Pipe: Small [2x2x2]
    • Pipe: Small [2x4x2]
    • Pipe: Small [2x8x2]
    • Pipe: Small [2x16x2]
    • Pipe: Small [2x32x2]
    • Pipe: Small [2x64x2]
    • Pipe: Small [2x96x2]

props> construction> pipes> corners>

    • Pipe: Small [4x4x2; corner; 90°]

props> construction> pipes> junctions>

    • Pipe: Small [4x3x2; t-joint]
    • Pipe: Small [4x4x2; x-joint]

props> construction> pipes> covers>

    • Pipe: Small [2x1x2; cap]

props> construction> cables> type> capped>

    • Cable [1x4x1; capped]
    • Cable [1x8x1; capped]
    • Cable [1x16x1; capped]
    • Cable [1x20x1; capped]
    • Cable [1x32x1; capped]
    • Cable [1x36x1; capped]
    • Cable [1x40x1; capped]
    • Cable [1x48x1; capped]
    • Cable [1x64x1; capped]
    • Cable [1x96x1; capped]

props> construction> cables> type> extras>

    • Cable [cap]

props> misc>

    • Shelves [4x8x12]
    • Pallet [8x8x1; UNSC; metal]

Bug Fixes, Tweaks, and Cleanup:

  • Limited the number of CTF flags you can spawn to 16 (to prevent potential crashes)
  • Numerous fixes to how duplication and placement is handled
  • Fixed Tidal - Meteor Shower having objects appear too bright in the world space and appearing out of place
  • Set default abandon/respawn time for Wasp
  • Fixed issue with Carbine [Rain of Oblivion] not firing automatic
  • Note you will need to replace existing ones in maps for this to work
  • Golf object fixes! IE, most important updates of the year!!!
  • Party cup physics are now 1/10th the weight making it so golf balls can blast through them.
  • Golf tee now has a little cup that helps hold the ball on top of it.
  • Removed the Whale ambient noise from the background of Tidal - Poor Robbie :(
  • Made sound emitter to put him back (see above)
  • Fixed problem where players could create custom weapon configurations on weapon pads
  • Saw awesome community videos and posts on the internet
  • Unfixed problem where players could create custom weapon configurations on weapon pads